Yes. As it happens, I agree with your sister up to a point. As a maintenance thing, it is good that related features be put close together. And the assigned numbers are necessary, otherwise savefiles could never work.

But the numbers SHOULD NOT BE DENSE. There should be modest gaps between each set of features, so future edits are easier.

The bookstore still isn't there in the new file though. It just replaced the magic store with an orange 9, and created a square of wall without a shop in it. Hmm...

Oh, and my game still doesn't display the new spellbook names in the inventory list, and I assume wouldn't in a store list.

P.S.

Mage spells are mostly coordinated with Oangband now with the exception of Hold Monsters and some of the rare spellbook spells. There isn't a way to paralyze monsters that I can see in list-effects.h. Help with making monsters able to turn themselves invisible temporarily would be appreciated too.

Yikes. One trouble is that MAX_STORES is hardcoded as 8 in store.h.
(Squares of wall near the edge of the map are quite common, and have to do with ordinary starburst generation, not with creating the stores.)

Don't know about why the magic shop would get a new number though.

Quote:

Originally Posted by Elfin Jedi

The bookstore still isn't there in the new file though. It just replaced the magic store with an orange 9, and created a square of wall without a shop in it. Hmm...

Oh, and my game still doesn't display the new spellbook names in the inventory list, and I assume wouldn't in a store list.

P.S.

Mage spells are mostly coordinated with Oangband now with the exception of Hold Monsters and some of the rare spellbook spells. There isn't a way to paralyze monsters that I can see in list-effects.h. Help with making monsters able to turn themselves invisible temporarily would be appreciated too.

Actually fixed MAX_STORES as well as moved all the books to the bookstore (With the unfortunate result that you now can't buy any spellbooks in town lol) before I got the assertion failure that was solved by changing the feature numbers.

Also wasn't just 1 square of wall near the wall that I was talking about. It was a 3x3 (normal shop size) square in the middle of the map. I'll get a screenshot.

P.S.

I removed the books in other stores in store.txt, is that what you meant?

You should choose one name - INVIS or INVISIBLE - and stick with it for both the name: field and the RSF bit. They have to match.

Quote:

What else do I need to do? (It is crashing when it tries to initialize monster spells after I launch.)

It is crashing, I think, because the INVISIBLE after MON_TIMED_INC isn't defined anywhere. For it to be recognised you need to add a new monster timd effect in list-mon-timed.h and also corresponding messages to list-mon-message.h.

After doing all of that, the game should compile and load fine, and monsters with this spell will case it but it won't do anything. For that you need to search through the code for mentions of INVISIBLE and work out where to add extra checks. 'struct monster' has a field called m_timed where all timed effects are stored, so in theory it should be as simple as working out where the game checks for monster invisibility are and adding '|| mon->m_timed[MON_TMD_INVISIBLE]'.